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Races of Wild

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5 feet at the time. She can also cast a spell with a target <strong>of</strong>“You” on her animal companion.Divine Spellpool I (Su): Whenever Jantril has open,unused spell slots <strong>of</strong> 1st, 2nd, or 3rd level, she can call up tothree total levels <strong>of</strong> spells (from the cleric or druid list) to gointo those slots. It takes a full-round action to do so, and thespell or spells remain available for 1 minute.Spells with the fire, earth, or water descriptor areunavailable. Jantril must repay her spellpool debt within1 day; doing so is a full-round action. Repaying the debtdepletes a combination <strong>of</strong> prepared spells whose totallevels is equal to that <strong>of</strong> the spells previously called fromthe spellpool.Raptoran Traits: Raptorans can glide at a speed <strong>of</strong> 40 feet,with average maneuverability. Raptorans have an unerringsense <strong>of</strong> direction and always know which way is north. Araptoran spellcaster gains +1 caster level for air spells. Jantrilcan fly for 2 rounds at no penalty, or for 4 rounds at the cost <strong>of</strong>becoming fatigued. A flying raptoran can make a dive attack(as a charge, but must fly at least 30 feet, descend at least 10feet, and use a piercing weapon to deal double damage ona hit).Resist Nature’s Lure (Ex): Jantril gains a +4 bonus onsaving throws against the spell-like abilities <strong>of</strong> fey.Skypledge: Jantril won’t cast any spell with the fire,water, or earth descriptor. Spell completion and spell triggeritems that reproduce fire, water, or earth effects arenot prohibited.Trackless Step (Ex): Jantril leaves no trail in naturalsurroundings and cannot be tracked.<strong>Wild</strong> Shape (Su): Jantril can change into a Small to Mediumanimal and back again, as per the polymorph spell. This abilitylasts for 7 hours or until she changes backWoodland Stride (Ex): Jantril can move throughnatural thorns, briars, overgrown areas, and similar terrainat her normal speed and without damage or otherimpairment. However, thorns, briars, and overgrown areasthat are magically manipulated to impede motion stillaffect her.Spells Prepared (caster level 8th): 0—cure minor wounds(DC 14), detect magic (2), guidance (DC 14), light, readmagic; 1st—cure light wounds (DC 15), endure elements (DC15), entangle (DC 15), speak with animals, one open slot;2nd—barkskin, bear’s endurance (DC 16), lesser restoration(DC 16), resist energy (DC 16); 3rd—call lightning (DC 17),cure moderate wounds (DC 17), wind wall (caster level 9th;DC 17), one open slot; 4th—cure serious wounds (DC 18),dispel magic, ice storm.Possessions: +1 leather armor, masterwork spear, +1 footbow(+1 Str bonus) with 20 arrows, periapt <strong>of</strong> Wisdom +2, scroll <strong>of</strong>call lightning storm, scroll <strong>of</strong> flame strike.ADVANCED LARGE AIR ELEMENTALThis air elemental is typical <strong>of</strong> those received through askypledged’s servant supplication class feature. It is a 15 HDversion <strong>of</strong> the one found on page 95 <strong>of</strong> the Monster Manual.Large Air Elemental: CR 7; Large elemental (air,extraplanar); HD 15d8+45; hp 112; Init +11; Spd fly 100ft. (perfect); AC 20, touch 16, flat-footed 13; Base Atk +11;Grp +17; Atk +18 melee (2d6+2, slam); Full Atk +18 melee(2d6+2, 2 slams); SA air mastery, whirlwind; SQ damagereduction 5/—, darkvision 60 ft., elemental traits; AL N;SV Fort +8, Ref +16, Will +5; Str 15, Dex 25, Con 16, Int6, Wis 11, Cha 11.Skills and Feats: Listen +9, Spot +9; Combat Reflexes, Dodge,Flyby Attack, Improved Initiative, Mobility, Spring Attack,Weapon Finesse, Weapon Focus (slam).Air Mastery (Ex): Airborne creatures take a –1 penalty onattack and damage rolls against an air elemental.Whirlwind (Su): This elemental can transform itself into awhirlwind once every 10 minutes for up to 7 rounds at a time.The whirlwind is 5 feet wide at the base, 30 feet wide at thetop, and 40 feet tall. Medium or smaller creatures take 2d6points <strong>of</strong> damage per round in the whirlwind (Reflex DC19 negates).A second Reflex save at the same DC is required to avoidbeing picked up by the winds. Creatures in the whirlwindtake a –4 penalty to Dexterity and a –2 penalty on attack rolls.A creature that can fly is allowed a Reflex save each round toescape the whirlwind.If the base <strong>of</strong> the whirlwind touches the ground, the whirlingdebris creates a 20-foot-diameter cloud centered on thewhirlwind. The cloud obscures all vision, including darkvision,beyond 5 feet. Creatures 5 feet away have concealment,while those farther away have total concealment.STORMTALON“Fear nothing! Death from the sky!”—Austriesha, stormtalon captainThe stormtalons are consummate aerial warriors, using boththeir weapons and their razor-sharp foot talons to dive ontheir hapless foes. They are elite protectors <strong>of</strong> the raptoranrace, sent by the high chieftain whenever a raptoran flockis in trouble.BECOMING A STORMTALONBecoming a stormtalon means joining the raptoran equivalent<strong>of</strong> the military. Recruits are tested for combat prowessbefore admission into the ranks <strong>of</strong> the stormtalons, so fighters,paladins, rangers, and barbarians get into the prestigeclass easiest. The latter two classes find the stormtalon classparticularly appealing because they don’t wear heavy armoranyway and will be able to fly unencumbered.Entry RequirementsRace: Raptoran.Base Attack Bonus: +5.Special: Flight extraordinary ability.CHAPTER 5PRESTIGECLASSES131

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